示例#1
0
        private void CreateGFX(AssetCreator assets)
        {
            _face  = new Sprite(assets.CircleTexture(0.9f, MaterialType.Squares, Color.Gray, 1f, 24f));
            _torso = new Sprite(assets.TextureFromVertices(PolygonTools.CreateRoundedRectangle(2f, 4f, 0.5f, 0.7f, 2), MaterialType.Squares, Color.LightSlateGray, 0.8f, 24f));

            _upperArm = new Sprite(assets.TextureFromVertices(PolygonTools.CreateCapsule(1.9f, 0.45f, 16), MaterialType.Squares, Color.DimGray, 0.8f, 24f));
            _lowerArm = new Sprite(assets.TextureFromVertices(PolygonTools.CreateCapsule(1.9f, 0.45f, 16), MaterialType.Squares, Color.DarkSlateGray, 0.8f, 24f));

            _upperLeg = new Sprite(assets.TextureFromVertices(PolygonTools.CreateCapsule(2f, 0.5f, 16), MaterialType.Squares, Color.DimGray, 0.8f, 24f));
            _lowerLeg = new Sprite(assets.TextureFromVertices(PolygonTools.CreateCapsule(2f, 0.5f, 16), MaterialType.Squares, Color.DarkSlateGray, 0.8f, 24f));
        }
示例#2
0
 private void CreateGFX(AssetCreator assets)
 {
     _face           = new Sprite(assets.CircleTexture(1f, MaterialType.Squares, Color.Gray, 1f, 24f));
     _torso          = new Sprite(assets.TextureFromVertices(PolygonTools.CreateRectangle(2f, 4f), MaterialType.Squares, Color.LightSlateGray, 0.8f, 24f));
     _leftJetEngine  = new Sprite(assets.CircleTexture(1f, MaterialType.Waves, Color.Gray, 1f, 24f));
     _rightJetEngine = new Sprite(assets.CircleTexture(1f, MaterialType.Waves, Color.Gray, 1f, 24f));
 }
示例#3
0
文件: TheoJansen.cs 项目: grzdrz/gms
        private void CreateLegTextures(AssetCreator assets)
        {
            Vector2 p1 = new Vector2(-5.4f, -6.1f);
            Vector2 p2 = new Vector2(-7.2f, -1.2f);
            Vector2 p3 = new Vector2(-4.3f, -1.9f);
            Vector2 p4 = Vector2.Zero;
            Vector2 p5 = new Vector2(-2.9f, 0.7f);
            Vector2 p6 = new Vector2(0.6f, 2.9f);

            Vertices vertices = new Vertices(3);

            vertices.Add(p1);
            vertices.Add(p3);
            vertices.Add(p2);
            _leftLeg = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.IndianRed * 0.8f, 1f, 24f));

            vertices[0]   = p4;
            vertices[1]   = p5;
            vertices[2]   = p6;
            _leftShoulder = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.Beige * 0.8f, 1f, 24f));

            p1.X *= -1f;
            p2.X *= -1f;
            p3.X *= -1f;
            p5.X *= -1f;
            p6.X *= -1f;

            vertices[0] = p1;
            vertices[1] = p2;
            vertices[2] = p3;
            _rightLeg   = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.IndianRed * 0.8f, 1f, 24f));

            vertices[0]    = p4;
            vertices[1]    = p6;
            vertices[2]    = p5;
            _rightShoulder = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.Beige * 0.8f, 1f, 24f));

            _leftShoulder.Origin  = AssetCreator.CalculateOrigin(_leftShoulders[0], 24f);
            _leftLeg.Origin       = AssetCreator.CalculateOrigin(_leftLegs[0], 24f);
            _rightShoulder.Origin = AssetCreator.CalculateOrigin(_rightShoulders[0], 24f);
            _rightLeg.Origin      = AssetCreator.CalculateOrigin(_rightLegs[0], 24f);
        }
        private void CreateLegTextures(AssetCreator assets)
        {
            Vector2 p1 = new Vector2(-5.4f, 6.1f);
            Vector2 p2 = new Vector2(-7.2f, 1.2f);
            Vector2 p3 = new Vector2(-4.3f, 1.9f);
            Vector2 p4 = new Vector2(-2.9f, -0.7f);
            Vector2 p5 = new Vector2(0.6f, -2.9f);

            Vertices vertices = new Vertices(3);

            vertices.Add(p1);
            vertices.Add(p2);
            vertices.Add(p3);
            _leftLeg = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.IndianRed * 0.8f, 1f));

            vertices[0]   = Vector2.Zero;
            vertices[1]   = p4;
            vertices[2]   = p5;
            _leftShoulder = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.Beige * 0.8f, 1f));

            p1.X *= -1f;
            p2.X *= -1f;
            p3.X *= -1f;
            p4.X *= -1f;
            p5.X *= -1f;

            vertices[0] = p1;
            vertices[1] = p3;
            vertices[2] = p2;
            _rightLeg   = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.IndianRed * 0.8f, 1f));

            vertices[0]    = Vector2.Zero;
            vertices[1]    = p5;
            vertices[2]    = p4;
            _rightShoulder = new Sprite(assets.TextureFromVertices(vertices, MaterialType.Blank, Color.Beige * 0.8f, 1f));
        }
示例#5
0
        public Pyramid(World world, ScreenManager screenManager, Vector2 position, int count, float density)
        {
            _batch = screenManager.SpriteBatch;

            Vertices     rect  = PolygonTools.CreateRectangle(1f / 2f, 1f / 2f);
            PolygonShape shape = new PolygonShape(rect, density);

            Vector2 rowStart = position;

            rowStart.Y -= 0.5f + count * 1.1f;

            Vector2     deltaRow = new Vector2(-0.625f, -1.1f);
            const float spacing  = 1.25f;

            _boxes = new List <Body>();

            for (int i = 0; i < count; ++i)
            {
                Vector2 pos = rowStart;

                for (int j = 0; j < i + 1; ++j)
                {
                    Body body = world.CreateBody();
                    body.BodyType = BodyType.Dynamic;
                    body.Position = pos;
                    body.CreateFixture(shape);
                    _boxes.Add(body);

                    pos.X += spacing;
                }

                rowStart += deltaRow;
            }


            //GFX
            AssetCreator creator = screenManager.Assets;

            _box = new Sprite(creator.TextureFromVertices(rect, MaterialType.Dots, Color.SaddleBrown, 2f, 24f));
        }
示例#6
0
        public Agent(World world, PhysicsGameScreen screen, Vector2 position)
        {
            _collidesWith        = Category.All;
            _collisionCategories = Category.All;

            _agentBody          = BodyFactory.CreateBody(world, position);
            _agentBody.BodyType = BodyType.Dynamic;

            //Center
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody);

            //Left arm
            FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(-1f, 0f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(-2f, 0f));

            //Right arm
            FixtureFactory.AttachRectangle(1.5f, 0.4f, 1f, new Vector2(1f, 0f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(2f, 0f));

            //Top arm
            FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, 1f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(0f, 2f));

            //Bottom arm
            FixtureFactory.AttachRectangle(0.4f, 1.5f, 1f, new Vector2(0f, -1f), _agentBody);
            FixtureFactory.AttachCircle(0.5f, 0.5f, _agentBody, new Vector2(0f, -2f));

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;

            _box = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(1.75f, 0.2f),
                                                          MaterialType.Blank, Color.White, 1f));
            _knob   = new Sprite(creator.CircleTexture(0.5f, MaterialType.Blank, Color.Orange, 1f));
            _offset = ConvertUnits.ToDisplayUnits(2f);
        }
示例#7
0
        public Objects(World world, ScreenManager screenManager, Vector2 startPosition, Vector2 endPosition, int count, float radius, ObjectType type, float toothHeight = 1f)
        {
            _batch      = screenManager.SpriteBatch;
            _bodyRadius = radius;
            BodyList    = new List <Body>(count);


            for (int i = 0; i < count; i++)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    BodyList.Add(world.CreateCircle(radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    BodyList.Add(world.CreateRectangle(radius, radius, 1f));
                    _bodyRadius = radius / 2f;
                    break;

                case ObjectType.Star:
                    BodyList.Add(world.CreateGear(radius, 10, 0f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;

                case ObjectType.Gear:
                    BodyList.Add(world.CreateGear(radius, 10, 100f, toothHeight, 1f));
                    _bodyRadius = radius * 2.7f;
                    break;
                }
            }

            for (int i = 0; i < BodyList.Count; i++)
            {
                Body body = BodyList[i];
                body.BodyType = BodyType.Dynamic;
                body.Position = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                foreach (Fixture fixture in body.FixtureList)
                {
                    fixture.Restitution         = 0.7f;
                    fixture.Friction            = 0.2f;
                    fixture.CollisionCategories = Category.All;
                    fixture.CollidesWith        = Category.All;
                }
            }

            //GFX
            AssetCreator creator = screenManager.Assets;

            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(creator.CircleTexture(radius, MaterialType.Dots, Color.DarkRed, 0.8f, 24f));
                break;

            case ObjectType.Rectangle:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(radius / 2f, radius / 2f), MaterialType.Dots, Color.Blue, 0.8f, 24f));
                break;

            case ObjectType.Star:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 0f, toothHeight), MaterialType.Dots, Color.Yellow, 0.8f, 24f));
                break;

            case ObjectType.Gear:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 100f, toothHeight), MaterialType.Dots, Color.DarkGreen, 0.8f, 24f));
                break;
            }
        }
示例#8
0
        public Objects(World world, PhysicsGameScreen screen, Vector2 startPosition, Vector2 endPosition, int count,
                       float radius, ObjectType type)
        {
            _bodies             = new List <Body>(count);
            CollidesWith        = Category.All;
            CollisionCategories = Category.All;

            for (int i = 0; i < count; ++i)
            {
                switch (type)
                {
                case ObjectType.Circle:
                    _bodies.Add(BodyFactory.CreateCircle(world, radius, 1f));
                    break;

                case ObjectType.Rectangle:
                    _bodies.Add(BodyFactory.CreateRectangle(world, radius, radius, 1f));
                    break;

                case ObjectType.Star:
                    _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 0f, 1f, 1f));
                    break;

                case ObjectType.Gear:
                    _bodies.Add(BodyFactory.CreateGear(world, radius, 10, 100f, 1f, 1f));
                    break;
                }
            }

            for (int i = 0; i < _bodies.Count; ++i)
            {
                Body body = _bodies[i];
                body.BodyType            = BodyType.Dynamic;
                body.Position            = Vector2.Lerp(startPosition, endPosition, i / (float)(count - 1));
                body.Restitution         = .7f;
                body.Friction            = .2f;
                body.CollisionCategories = CollisionCategories;
                body.CollidesWith        = CollidesWith;
            }

            _screen = screen;

            //GFX
            AssetCreator creator = _screen.ScreenManager.Assets;

            switch (type)
            {
            case ObjectType.Circle:
                _object = new Sprite(creator.CircleTexture(radius, MaterialType.Dots, Color.DarkRed, 0.8f));
                break;

            case ObjectType.Rectangle:
                _object =
                    new Sprite(creator.TextureFromVertices(PolygonTools.CreateRectangle(radius / 2f, radius / 2f),
                                                           MaterialType.Dots, Color.Blue, 0.8f));
                break;

            case ObjectType.Star:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 0f, 1f),
                                                                 MaterialType.Dots, Color.Yellow, 0.8f));
                break;

            case ObjectType.Gear:
                _object = new Sprite(creator.TextureFromVertices(PolygonTools.CreateGear(radius, 10, 100f, 1f),
                                                                 MaterialType.Dots, Color.DarkGreen, 0.8f));
                break;
            }
        }